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Releases / Re: [FF7-Steam] Final Fantasy VII Italian ReTranslation [v1.63]
« on: 2024-06-25 23:13:22 »
Thanks for reporting, I discovered the cause of the bug and fixed it for next release!
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there's no working with playstation buttons? still only with (confirm) (cancel) (menu) "buttons"?
so i'll try to add it in next release, probably as a gameplay's mod because as it's based on english's exe it'll do some conflict if i add it as a dedicated language, but i'll tryYou're welcome to try but I think it's bound to cause conflicts considering all the hext stuff i added. the reply was mainly for frank since he seemed unaware of it.
We can start by doing as little as possible.
Let me explain: for now, shall we try to insert the translation of only the textual part of the game? No UI, No Graphics, No minigames.
Please, we care a lot, all Italian users. Through
sites like WeTransfer can share with you the 2/3 types of Italian translation that exist. I repeat for my part, I am ready to give good compensation.
Me...I have problem with compatibility between Esui menu mod and the translation....what can I do ??Please read the last 3 posts above yours
First of all thank you for this amazing tool.
I am here to ask some help for a very little problem that has FF9 italian steam version: during a battle, when you choose to use magic sword ability (the Steiner+Vivi combo ), the text that appears in the top of the screen with the ability name has the words swapped. Here an example:
You choose Firaga Sword (in italian is "Colpo Firaga" and in hades workshop is named perfectly), in the top screen appears as "Firaga Colpo" (maybe use english order with italian text?)
My question is: is it possible to fix with hades workshop or with some manual edit?
Thanks usb
Yeah, I thought that they fixed that bug, but apparently not. It doesn't concern only Italian but also French and Spanish. The bug lies in the CIL method "BattleHUD::SetBattleCommandTitle" but it's a bit tricky to fix it there with HW.
What you can do though is bypass the bug: go to the "Interface" panel, select the "Battle Spell Naming" field and add 13 entries to it (right-click -> Add), then write the proper full names ("Colpo Fire" etc...). Finally, go to the "Party -> Spells" panel and change the casting names of the magic swords spells to the entries that you just added.
It's a bit dirty as a fix, but it works. You should also translate the names in the "Interface" panel if you want it to work for all the languages (I think the game would crash in non-italian language otherwise).
For info, you can have up to 62 custom spell names in that interface field.
text = FF9TextTool.ActionAbilityName((int)pCmd.sub_no) + str + FF9TextTool.BattleCommandTitleText(0);
string locale = Localization.GetSymbol();
if (locale == "IT" || locale == "ES" || locale == "FR")
text = FF9TextTool.BattleCommandTitleText(0) + FF9TextTool.ActionAbilityName((int)pCmd.sub_no);
else
text = FF9TextTool.ActionAbilityName((int)pCmd.sub_no) + str + FF9TextTool.BattleCommandTitleText(0);
I just tested and it worked for me, except that there is a problem with the image. Maybe you did a mistake in the folder names, or maybe you didn't add the mod's name properly in Memoria.ini?
Anyway, Caledor, in-game, the chocographs are all white because there is no alpha channel in your .png and parts that should be transparent are white instead. I am pretty sure that the problem is the same when importing the texture through AssetBundleExtractor.
By the way, there's only an "english" version of that image. The chocobo abilities are in english even in the other languages and they always have been.